Shader "Custom/ColorMaterialPhotoLight" {
	Properties {
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_ColorTex ("Albedo (RGB)", 2D) = "white" {}
		_ColorRed ("Color Red", Vector) = (1,1,1,1)
		_ColorGreen ("Color Green", Vector) = (1,1,1,1)
		_ColorBlue ("Color Blue", Vector) = (1,1,1,1)
		_HighlightPowerRed ("Highlight Power Red", Range(0, 3)) = 1
		_HighlightPowerGreen ("Highlight Power Green", Range(0, 3)) = 1
		_HighlightPowerBlue ("Highlight Power Blue", Range(0, 3)) = 1
		_CeilColor ("Ceil Color", Vector) = (1,1,1,1)
		_FloorColor ("Floor Color", Vector) = (1,1,1,1)
		_FloorInf ("Floor Inf", Range(0, 4)) = 1
		_CeilInf ("Ceil Inf", Range(0, 4)) = 1
		_LightInf ("Light Inf", Range(0, 0.999)) = 0.5
		_BakeInf ("Bake Inf", Range(0, 0.999)) = 0.5
		_RimFocus ("Rim Focus", Range(0, 0.999)) = 0
		_RimStrength ("Rim Strength", Range(0, 4)) = 0.5
		_RimColorCeil ("Rim Color", Vector) = (1,1,1,1)
		_RimColorFloor ("Rim Color", Vector) = (1,1,1,1)
	}
	//DummyShaderTextExporter
	SubShader{
		Tags { "RenderType"="Opaque" }
		LOD 200
		CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

		sampler2D _MainTex;
		struct Input
		{
			float2 uv_MainTex;
		};

		void surf(Input IN, inout SurfaceOutputStandard o)
		{
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	}
	Fallback "Diffuse"
}